Abstract is missing.
- Tanagra: An Intelligent Level Design Assistant for 2D PlatformersGillian Smith, Jim Whitehead, Michael Mateas. [doi]
- A Monte Carlo Approach for Football Play GenerationKennard Laviers, Gita Sukthankar. [doi]
- Terrain Analysis in Real-Time Strategy Games: An Integrated Approach to Choke Point Detection and Region DecompositionLuke Perkins. [doi]
- Story and Text Generation through Computational Analogy in the Riu SystemSantiago Ontañón, Jichen Zhu. [doi]
- An Offline Planning Approach to Game Plotline AdaptationBoyang Li, Mark O. Riedl. [doi]
- Multi-Agent Coordination Using Dynamic Behavior-Based SubsumptionFrederick W. P. Heckel, G. Michael Youngblood. [doi]
- Training Goal Recognition Online from Low-Level Inputs in an Action-Adventure GameKevin Gold. [doi]
- Modeling User Knowledge with Dynamic Bayesian Networks in Interactive Narrative EnvironmentsJonathan P. Rowe, James C. Lester. [doi]
- On the Complexity of Two-Player Attrition Games Played on GraphsTimothy Furtak, Michael Buro. [doi]
- Adversarial Navigation Mesh AlterationDavid Hunter Hale, G. Michael Youngblood. [doi]
- Realistic Fireteam Movement in Urban EnvironmentsChristian J. Darken, Daniel McCue, Michael Guerrero. [doi]
- Learning Companion Behaviors Using Reinforcement Learning in GamesAmirali Sharifi, Richard Zhao, Duane Szafron. [doi]
- A Non-Modal Approach to Integrating Dialogue and ActionPhilip Hanson, Charles Rich. [doi]
- The Prom: An Example of Socially-Oriented GameplayJoshua McCoy, Mike Treanor, Ben Samuel, Brandon Robert Tearse, Michael Mateas, Noah Wardrip-Fruin. [doi]
- Using Machine Translation to Convert Between Difficulties in Rhythm GamesKevin Gold, Alexandra Olivier. [doi]
- An Automated Model-Based Adaptive Architecture in Modern GamesChek Tien Tan, Ho-Lun Cheng. [doi]
- Crowd Simulation Via Multi-Agent Reinforcement LearningLisa Torrey. [doi]
- Quest Patterns for Story-Based Computer GamesMarcus Trenton, Duane Szafron, Josh Friesen, Curtis Onuczko. [doi]
- Minstrel Remixed: Procedurally Generating StoriesBrandon Robert Tearse, Noah Wardrip-Fruin, Michael Mateas. [doi]
- Invited TalksSumit Basu, Chris Jurney, Bob Sottilare, R. Michael Young. [doi]
- A Semantic Scene Description Language for Procedural Layout Solving ProblemsTim Tutenel, Ruben Michaël Smelik, Rafael Bidarra, Klaas Jan de Kraker. [doi]
- Breaking Path Symmetries on 4-Connected Grid MapsDaniel Harabor, Adi Botea. [doi]
- Applying Goal-Driven Autonomy to StarCraftBen George Weber, Michael Mateas, Arnav Jhala. [doi]
- Designing a Massively Multiplayer Online Game / Research Testbed Featuring AI-Driven NPC CommunitiesMichael Zyda, Marc Spraragen, Balki Ranganathan, Bjarni Arnason, Peter Landwehr. [doi]
- Behavior Compilation for AI in GamesJeff Orkin, Tynan Smith, Deb K. Roy. [doi]
- Socially Consistent Characters in Player-Specific StoriesDavid Thue, Vadim Bulitko, Marcia Spetch, Michael Webb. [doi]
- AI for Herding SheepPeter I. Cowling, Christian Gmeinwieser. [doi]
- Rapid Development of Characters in FPS/3PS Games Using Visually-Specified Behavior-based ControlG. Michael Youngblood, Frederick W. P. Heckel, D. Hunter Hale, Arthur Carroll. [doi]
- An Automated Technique for Drafting Territories in the Board Game RiskRichard Gibson, Neesha Desai, Richard Zhao. [doi]
- DHPA* and SHPA*: Efficient Hierarchical Pathfinding in Dynamic and Static Game WorldsAlexander William Kring, Alex J. Champandard, Nick Samarin. [doi]
- Player Modeling in Civilization IVPieter Spronck, Freek den Teuling. [doi]
- Perceptually Realistic Behavior through Alibi GenerationBen Sunshine-Hill, Norman I. Badler. [doi]
- Modeling Narrative Conflict to Generate Interesting StoriesStephen G. Ware, R. Michael Young. [doi]
- Towards Automatic Personalized Content Generation for Platform GamesNoor Shaker, Georgios N. Yannakakis, Julian Togelius. [doi]
- A Comparison of High-Level Approaches for Speeding Up PathfindingNathan R. Sturtevant, Robert Geisberger. [doi]
- WeQuest: A Mobile Alternate Reality Gaming Platform and Intelligent End-User Authoring ToolChinmay Barve, Sanjeet Hajarnis, Devika Karnik, Mark Riedl. [doi]
- A Command Language for Taskable Virtual AgentsPat Langley, Nishant Trivedi, Matt Banister. [doi]
- Polymorph: A Model for Dynamic Level GenerationMartin Jennings-Teats, Gillian Smith, Noah Wardrip-Fruin. [doi]
- AIIDE 2010 StarCraft CompetitionBen Weber. [doi]
- The Pataphysic InstituteMirjam Palosaari Eladhari. [doi]
- Fuzzy Micro-Agents for Interactive NarrativeBrian Magerko, Casey Fiesler, Allan Baumer. [doi]
- Novice-Friendly Authoring of Plan-Based Interactive StoryboardsJames Skorupski, Michael Mateas. [doi]